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Valve Steam Machine Pricing Appears To Leak And Yes, It’s Expensive
VR Game Developers Shocked By Shifting Platform Prioritization
A new era appears to be kicking off in immersive hardware as long-time VR developers reel from a Christmas season without new consumer hardware drawing in audiences.
UploadVR spoke with a number of developers finding themselves in varying degrees of distress over the overall direction of investment in VR and the overwhelming cost of reaching people in headsets about their wares.
Several spoke on condition of anonymity for fear of their business relationships with platform companies being affected by their comments. If you have comments you'd like to share with UploadVR, you can email ian@uploadvr.com or message 1-949-610-3857. I will assume comments are fine to associate with your name unless you include the words "on background" in your message to request I take steps to anonymize your statements.
“We are definitely seeing a shift in the market and a need to diversify in terms of platforms,” wrote Tommy Palm, the head of Resolution Games. “We’ve been preparing for this for some time as we’ve aimed to make our games available to players across as many platforms as possible for the last few years. While it’s no easy task to launch a game like Demeo x Dungeons & Dragons: Battlemarked across Quest, PlayStation and Steam - with the goal of more platforms to come - the game did exceed our sales goals over the holidays, and being cross platform helped with that.”
Creature led by Doug North-Cook released several projects in 2025 with partners of the label launching new games and downloadable content at a regular pace. Maestro continues dropping hugely appealing DLC content and our reviewer found Deadly Delivery from Creature-associated Flat Head Studio to be "hilarious horror best played with friends".
"The state of the industry leaves no room for error," North-Cook wrote. "With no new headset this holiday sales were up over the holidays but not where they would be in a new device era. I fully expect most studios will have a difficult time finding a positive path forward this year as industry trends, lack of investment, and declining per-developer revenue hit everyone hard."
"Creature isn’t slowing down at all though. We have several large titles in development across multiple partner studios - some of our most ambitious yet. We also had a positive holiday with our catalog overall doing pretty well and Deadly Delivery ranking as one of the top selling titles leading into the holidays."
Cloudhead Games laid off 40 people after teasing for years work on a major title following their standout release Pistol Whip. The studio confirmed in the comments on our initial article about the layoffs that both versions of the game – one for Intel machines and one for ARM systems – will be packaged for sale on the forthcoming Steam Frame. At 16 people now, founder Denny Unger's first week of 2026 involved resetting Cloudhead's strategy and "reverse recruiting" for dozens of now-former colleagues looking for new remote positions.
Some VR game developers have been buoyed by revenue from the subscription programs offered by Sony and Meta that their games are downloadable through. Some developers, however, see these subscriptions becoming a larger percentage of a smaller income pie overall. With no new VR hardware from Meta in 2025 and confirmation that their third-party Horizon OS headset program has been shelved, developers growing overly dependent on subscription revenue likely face difficult decisions about how to maintain independence or continue VR development.
Forking Inputs
Do VR developers build games for controller-free hand tracking or for a new set of controllers from Valve that differ from Meta Quest in the number of buttons they have?
Do they build volumes that float in space alongside other volumes and windows, or do they construct fully immersive virtual worlds?
Can VR developers expect the targeting of eye tracking in all future headsets to help them build more responsive software?
In early 2025, we met virtually with Ryan Payton of Meta-owned studio Camouflaj to cover their work on the Batman: Arkham Shadow Game of the Year edition.
"We're as hungry as ever," Payton told us during the broadcast. "I think a Wolverine VR game would be incredible. I want that."
A Meta Neural Band worn on each wrist could conceivably make that dream come true. When combined with the idea that computer vision could help more accurately detect precision microgestures, we're glimpsing an era with Meta's Display glasses that could see users do much more than just navigating menus in headsets or glasses privately with simple thumb swipes.
In the dreams we seem to share with the director of one of the best VR games produced by Meta, we want something wholly more robust from our experience in headset. Wolverine's adamantium claws can seem to slide out from underneath the skin of our wrists and then we can use our new tools to climb up brick walls in wide field of view virtual reality. This can be done without controllers in hand as wristbands vibrate haptic effects for us instead. If this is the way, it would require Meta figuring out how to transition its ecosystem from selling two inexpensive controllers in the box with each headset to bundling up a pair of Neural Bands instead.
Without third-party Horizon OS headsets to differentiate the experience inside Meta's ecosystem near term, and as executives court partners like UFC and James Cameron long term, VR game developers are left wondering what space Meta is making for them in their future endeavors.
50-degree field of view AR glasses with a wristband on your dominant hand to interact with menus or handwrite will certainly be interesting to some people for tasks out in the physical world. However, that's so very far from the presence-inducing VR of the sort we would want in a Wolverine game. We can only have dual-wielding indestructible claws via a pair of bands on both wrists with wide field of view virtual reality doing the work of transporting us into a world of superheroes.
Platform Focus
Consider the next two years facing two of the best games made for VR – Batman: Arkham Shadow and Half-Life: Alyx. Near term, pirates are likely to try to run Batman: Arkham Shadow on the Frame headset before Meta chooses to put it for sale on the Steam store.
Meanwhile, Valve is working to get Half-Life: Alyx running performant in the standalone Steam Frame. If that should happen, will there be the same demand to get that experience running directly on a Meta standalone?
I'm illustrating that some of the biggest-budget exclusive software products made for VR headsets – games owned 100% by the platform – find their virtual worlds diametrically opposed in the pressure ahead for their distribution.
Alyx faces developer-led optimization to bring an experience that sings with a high-powered PC down to run performant on a low-powered standalone headset. Batman faces the demand of PC buyers hungry for more high-quality content than the market can produce, and a publisher with some motivations against selling software via a competitor's storefront.
Nintendo releases the revamped Virtual Boy next month and we'll be curious if Sony can pull together a coherent strategy after the PlayStation VR2. Meanwhile, Apple chips away at major software updates for visionOS and we'll have a review of Steam Frame once we receive the completed headset from Valve.
For now, multiple long-time VR development studios still find themselves committed to the medium and working on new software, but they are also recalibrating their expectations for a smaller market near-term and difficult decisions ahead about focus and differentiation.

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CES 2026: Biwin’s 9200MT/s DDR5 RAM, Mini SSDs and more
Biwin used CES 2026 to showcase a broad refresh of its consumer storage and memory portfolio, spanning CFexpress cards, portable SSDs, DDR5 modules, microSD cards, and next‑generation PCIe Gen5 NVMe drives.
First up we have the CB500 CFexpress Type B card, designed for high‑end cameras and 8K capture. It delivers up to 3750MB/s read performance, enabling rapid offloading and sustained high‑bitrate recording. Biwin also highlighted its compact CL100 and RD510 Mini SSDs, aimed at embedded systems, handhelds, and ultra‑portable devices. The Mini SSD platform uses a 15×17×1.4mm LGA package yet still reaches up to 3700MB/s read and 3400MB/s write, with capacities from 512GB to 2TB. The accompanying RD510 card reader supports USB 3.2 Gen1 for fast external transfers.
On the memory side, the DW100 DDR5 memory, which was the recipient of a CES Innovation Award, was on display. These modules reach up to 8400MT/s, with RGB variants rated up to 9200MT/s and CL42 latency for high‑end gaming and enthusiast builds.
For portable storage, Biwin showed multiple PSSD options. The OC PR2000 is a rugged USB‑C portable SSD with silicone protection, offering capacities up to 4TB and USB 3.2 Gen2x2 throughput. The PX4000 PSSD targets mainstream users needing compact, high‑speed external storage. The ME300 microSD series expands Biwin’s flash card lineup, rated for 210MB/s read and 170MB/s write, with capacities up to 512GB for drones, handheld consoles, and action cameras.
Biwin also brought its latest PCIe Gen5 NVMe drives to the show, including the X570 PRO and X570H PRO. Both support NVMe 2.0 and reach up to 14000MB/s read and 14000MB/s write, with the X570 PRO additionally rated for 2000K/1600K IOPS thanks to its DRAM‑equipped controller.
KitGuru Says: What did you make of Biwin's CES line-up this year?
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CES 2026: ADATA’s high-speed XPG memory, panoramic case
ADATA is marking its upcoming 25th anniversary at CES 2026 with a showcase spanning AI‑centric storage, industrial solutions and new XPG gaming hardware. The company’s booth is divided into three zones – AI Innovation, Smart Living and Gaming Lifestyle. We cover it all in our latest CES video.
Timestamps:
00:00 Intro
00:25 PSU’s
00:46 XPG Dock / XPG Pro Cog Studio Headset
01:50 Levante View 360
02:37 XPG Nimbus Chair
02:48 XPG Memory
04:06 Trusta SSD and Memory range
04:37 Modded Chassis and XPG Cooling
In the AI Innovation Zone, ADATA’s enterprise brand TRUSTA is debuting the TRUSTA AI Scaler Toolkit, a software‑defined architecture designed to offload parts of LLM inference across GPU, DRAM and SSD resources. TRUSTA is also introducing the PCIe 5.0 T7P5 SSD, rated for up to 13,500 and 10,300MB/s read/write speeds and 447MB/s‑per‑watt efficiency, alongside new DDR5 RDIMM modules up to 128GB and 6400MT/s.
ADATA Industrial is showcasing its A+ IntelliManager platform for cloud‑based device monitoring, as well as the IU2P41BP PCIe Gen4 U.2 SSD with capacities up to 8TB. New DDR5 ECC CU‑DIMM and CSO‑DIMM 7200 modules target edge AI and industrial control systems.
In the Smart Living zone, ADATA is presenting the industry’s first 4‑RANK DDR5 CUDIMM module developed with MSI and Intel, offering 128GB per stick. The company is also highlighting sustainable designs such as the XPG NOVAKEY RGB DDR5 memory, which is built with recycled materials and capable of 8000MT/s. The Project BulletX is a new portable SSD (USB4, up to 4000MB/s) and Project TapSafe is designed for the security-conscious with NFC security built in.
XPG’s gaming lineup includes the INVADER X ELITE chassis with panoramic glass and walnut accents, the DOCK open‑frame case, and new cooling hardware such as the LEVANTE VIEW PRO 360 with a 6.7‑inch curved display. XPG is also expanding its PSU range with the PYMCORE SFX Platinum 1000W and CYBERCORE III 1200W, and introducing new NIMBUS PLUS and NIMBUS gaming chairs.
KitGuru Says: Adata is active in a lot of key tech markets, going well beyond gaming and into datacentre territory.
The post CES 2026: ADATA’s high-speed XPG memory, panoramic case first appeared on KitGuru.Edifier’s Funky Portable ES300 Wireless Speaker
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Havn enters the PSU market with XR 1000W Platinum A++
Havn, the company behind cases such as the HS 420 and the more recent BF 360, has officially branched out into power delivery. Debuting at CES 2026, the Havn XR 1000W Platinum A++ is the manufacturer's first foray into the PSU space, and it appears to be aiming for the top of the enthusiast market. Built to the ATX 3.1 standard and featuring dual 12V-2×6 connectors, the XR Series is focused on high-performance stability and quiet acoustics.
Havn (via TechPowerUP) emphasised that the design was refined through extensive internal testing at its own lab to ensure the electrical performance meets the needs of next-gen hardware. The “A++” suffix in the name refers to its Cybenetics Lambda A++ acoustic rating, the highest possible certification for silence. The company claims the unit operates at under 15 dB(A) under typical loads, a feat achieved through a fully decoupled H Series cooling fan that borrows the vibration-dampening tech from Havn's H14 case fans.
The unit's industrial design is equally premium, featuring a monopart die-cast aluminium top that serves as both a structural element and an aerodynamic intake. This shroud is designed to guide airflow directly onto the internal components and fan blades with minimal turbulence, further reducing wind noise. Havn promises rock-solid 12V rail stability and superior transient response, ensuring that rapid power spikes characteristic of high-power GPUs are handled without triggering protections or inducing coil whine.
Moreover, the unit supports the Intel C6/C7 power states and a high-efficiency 5V standby (5VSB) rail for modern “Alternative Low Power” modes. Unfortunately, consumers will have to wait a few more months to get their hands on one, as the HAVN XR 1000W Platinum A++ is slated for a global release only in Q2/Q3 2026.
KitGuru says: Havn has already proven it can compete with the industry giants in the case market, so a move into premium PSUs is a logical next step. If the XR 1000W can truly deliver Platinum efficiency at sub-15 dB(A) noise levels, it will be a formidable rival to established “silent” flagships.
The post Havn enters the PSU market with XR 1000W Platinum A++ first appeared on KitGuru.Cherry Xtrfy debuts TMR magnetic keyboards at CES 2026
Cherry Xtrfy has utilised its CES 2026 appearance to show what it has been working on. With the industry moving towards magnetic switches (Hall Effect, TMR, and inductive being the three most common), Cherry has decided to follow the trend. The German company has settled on TMR, which measures changes in electrical resistance rather than voltage shifts. These new sensors can detect key travel with 0.01 mm resolution while drawing significantly less power, increasing the battery life of magnetic keyboards.
The first Cherry keyboard to use this technology is the MX 8.2 Pro TMR Wireless, a tenkeyless (TKL) chassis with a premium aluminium top frame and double-shot PBT keycaps. This model implements an 8,000 Hz polling rate in both wired and 2.4 GHz wireless modes. The Cherry MK Crystal Magnetic switches used on this board provide a linear feel, but the board's “DualMaster” hot-swap sockets allow users to mix and match standard mechanical MX switches.
For enthusiasts who prefer a smaller footprint, the K5 Pro TMR delivers the same technological advantages in a 65% more compact layout. This wired model builds on the foundation of the popular K5 series, replacing the standard mechanical switches with MK Crystal TMR units. Beyond the switch upgrade, the K5 Pro received a polling rate increase from 1,000 Hz to 8,000 Hz to ensure parity with the flagship TKL model. Both keyboards are fully supported by the new Cherry MagCrate software, which enables advanced features such as Rapid Trigger, Dynamic Keystroke (assigning up to four actions to a single key based on depth), and SnapKey for SOCD-like movement prioritisation.
The MX 8.2 Pro TMR Wireless is scheduled to hit retail shelves on January 29th, 2026, for €229.99/$249.99. The more compact K5 Pro TMR is slated for a spring release, with pricing to be confirmed closer to the launch.
KitGuru says: The ability to hot-swap between mechanical and magnetic switches on a single board is interesting, but we wonder whether buyers would actually take advantage of it.
The post Cherry Xtrfy debuts TMR magnetic keyboards at CES 2026 first appeared on KitGuru.Clair Obscur and Ghost of Yōtei lead 2026 DICE Awards nominations
The Academy of Interactive Arts & Sciences (AIAS) has officially unveiled the finalists for the 29th annual DICE Awards. This year, Clair Obscur: Expedition 33 and Ghost of Yōtei are at the front of the pack, with both titles securing a staggering eight nominations each. Furthermore, Blue Prince received five nominations, while Death Stranding 2: On the Beach received four.
The AIAS jury for the DICE Awards provides a peer-voted counterpoint to the more commercial landscape of late 2025’s awards season. As such, it's expected to see some differences between the nominees and the award winners compared to the likes of TGA. Still, most of the time they do agree on the GOTY, with the exceptions being in 2015/2016 (TGA: The Witcher 3 vs D.I.C.E.: Fallout 4), 2019/2020 (TGA: Sekiro: Shadows Die Twice vs D.I.C.E.: Untitled Goose Game) and 2020/2021 (TGA: The Last of Us Part II vs D.I.C.E.: Hades).
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This year, in the DICE Game of the Year category, Expedition 33 and Ghost of Yōtei will contest the awards against games like Arc Raiders and the critically acclaimed indies Blue Prince and Dispatch. The complete list of nominees can be found below:
Game of the Year
- Arc Raiders
- Blue Prince
- Clair Obscur: Expedition 33
- Dispatch
- Ghost of Yōtei
Outstanding Achievement in Animation
- Death Stranding 2: On the Beach
- Ghost of Yōtei
- Monster Hunter Wilds
- South of Midnight
- The Midnight Walk
Outstanding Achievement in Art Direction
- Clair Obscur: Expedition 33
- Death Stranding 2: On the Beach
- Dispatch
- Ghost of Yōtei
- The Midnight Walk
Outstanding Achievement in Character
- Clair Obscur: Expedition 33 – Esquie
- Clair Obscur: Expedition 33 – Maelle
- Dispatch – Courtney/Invisigal
- Dispatch – Robert Robertson III/Mecha Man
- Ghost of Yōtei – Atsu
Outstanding Achievement in Original Music Composition
- Clair Obscur: Expedition 33
- Ghost of Yōtei
- Herdling
- Mario Kart World
- Sword of the Sea
Outstanding Achievement in Audio Design
- Arc Raiders
- Death Stranding 2: On the Beach
- Ghost of Yōtei
- Lumines Arise
- Split Fiction
Outstanding Achievement in Story
- Clair Obscur: Expedition 33
- Consume Me
- Despelote
- South of Midnight
- The Drifter
Outstanding Technical Achievement
- Arc Raiders
- Assassin’s Creed Shadows
- Death Stranding 2: On the Beach
- Donkey Kong Bananza
- Doom: The Dark Ages
Action Game of the Year
- Absolum
- Arc Raiders
- Doom: The Dark Ages
- Hades 2
- Ninja Gaiden 4
Adventure Game of the Year
- Blue Prince
- Dispatch
- Donkey Kong Bananza
- Ghost of Yōtei
- Hollow Knight: Silksong
Family Game of the Year
- Lego Party!
- Lego Voyagers
- Lumines Arise
- Marvel Cosmic Invasion
- Popucom
Fighting Game of the Year
- 2XKO
- Capcom Fighting Collection 2
- Fatal Fury: City of the Wolves
- Mortal Kombat: Legacy Kollection
- WWE 2K25
Racing Game of the Year
- EA Sports F1 25
- Kirby Air Riders
- Mario Kart World
- Wheel World
Role-Playing Game of the Year
- Clair Obscur: Expedition 33
- Citizen Sleeper 2: Starward Vector
- Kingdom Come: Deliverance 2
- Monster Hunter Wilds
- The Outer Worlds 2
Sports Game of the Year
- EA Sports FC 26
- PGA Tour 2K25
- MLB The Show 25
- NBA 2K26
- Rematch
Strategy/Simulation Game of the Year
- The Alters
- Drop Duchy
- Europa Universalis V
- The King is Watching
- StarVaders
Immersive Reality Technical Achievement
- Ghost Town
- Hotel Infinity
- Marvel’s Deadpool VR
- Star Wars: Beyond Victory – A Mixed Reality Playset
- Unloop
Immersive Reality Game of the Year
- Demeo x Dungeons & Dragons: Battlemarked
- Ghost Town
- Marvel’s Deadpool VR
- The Midnight Walk
- Thief VR: Legacy of Shadow
Outstanding Achievement for an Independent Game
- Baby Steps
- Blue Prince
- Consume Me
- Despelote
- Dispatch
Mobile Game of the Year
- Persona 5: The Phantom X
- Umamusume: Pretty Derby
- What the Clash?
- Where Winds Meet
Online Game of the Year
- Arc Raiders
- Battlefield 6
- Mario Kart World
- Marvel Rivals
- Split Fiction
Outstanding Achievement in Game Design
- Arc Raiders
- Blue Prince
- Hades 2
- Kingdom Come: Deliverance 2
- Öoo
Outstanding Achievement in Game Direction
- Blue Prince
- Clair Obscur: Expedition 33
- Ghost of Yōtei
- Hades 2
- Kingdom Come: Deliverance 2
The winners will be revealed during the 29th Annual DICE Awards, which will take place at the Aria Resort in Las Vegas on February 12th at 8:00 PM PT (February 13th at 4:00 AM GMT).
KitGuru says: While Clair Obscur remains the favourite following its success, the sudden surge of Dispatch suggests that late-year releases shouldn’t be counted out just yet.
The post Clair Obscur and Ghost of Yōtei lead 2026 DICE Awards nominations first appeared on KitGuru.CES 2026: Geekom debuts ‘world’s lightest all-metal laptop’
At CES this week, Geekom showcased multiple new laptop models, including what it claims to be the world's lightest all-metal laptop, weighing just 1kg and measuring in at just 0.23″ at its thinnest point.
The X14 Pro features a 2.8K OLED display with a 120Hz refresh rate, aiming to deliver strong colour accuracy and clarity for creative workloads. Inside, it pairs Intel’s Core Ultra 9‑185H processor with 32GB of RAM and a 2TB SSD, giving it enough headroom for demanding multitasking and content‑creation tasks. GEEKOM rates the system for up to 16 hours of battery life, positioning it as a genuine all‑day device. A limited‑time two‑year warranty is also included.
Alongside the 14‑inch model, GEEKOM introduced the GeekBook X16 Pro. It carries the same core specifications but scales up to a 16‑inch display for users who need more screen space for complex layouts or multi‑window workflows.
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Hands-On: ArtQuest VR Explores What Makes A Good Museum
What entices someone to visit a virtual museum rather than a physical one? ArtQuest VR might have an answer.
ArtQuest VR is a museum app allowing users to visit halls of paintings presented in true scale. Pulling from collections of famous museums around the world, visitors can enjoy exhibits arranged by artist, movement, or preset collection.

Inside The ArtQuest Museum
Opening ArtQuest VR directs you to your first gallery and presents a menu for exhibit navigation. The museum has options for choosing what art you want to see, gallery customization, and movement.
You can change the color and materials of the main wall, floor, and frames of the art you're looking at. Adjustments can be made to frame thickness with a drop-down menu for framing styles. There is also an option for a text-to-speech voice to narrate each painting's description and information with five different voices offered.
Customizing the gallery
Moving around can either be done smoothly with the left joystick push or "blink" teleportation using the right joystick. The only turning option currently is snap turning. You can also use the menu to recalibrate your height so each painting is positioned at eye level.
Connecting With An Art Piece
I examined a painting by Wassily Kandinsky titled "Picture With A Black Arch".
The height offset feature in ArtQuest allows visitors to elevate their stance, as if borrowing a ladder to view paintings from a higher vantage. I floated upwards along the canvas and examined the painting. "Picture With A Black Arch" is awash with quick brushstrokes and geometric shapes. What made the artist paint this? What did the accompanying description of "musical counterpoint" mean here?

I pantomimed painting in the air along with the artist himself, tracing my hand over the dark outlines first. I'm a painter myself, so I recognized thick brushstrokes meant a pause, or applied pressure on the canvas. Thinner strokes meant a more delicate hand. Short, harsh, lines meant faster application, especially several in a group at once. These particular brushstrokes all lean left, indicating Kandinsky painted with his right hand. I traced the marks in the air while listening to my favorite orchestral music.
What I found were hand movements that seemed to dance in the air with purposeful direction. It felt just like someone directing an orchestra while painting on a canvas. Checking a Google cultural site later that listed more information about the artwork, I remain pretty convinced that's what Kandinsky was doing.
What Makes A Museum Attractive?
Virtual museums can be hard to build. You immediately discover the architecture surrounding the art relates to the pieces within. These digital spaces benefit from thoughtful immersive design. That means ambient sounds and building for how someone will walk around the space you've designed. How about a lobby to pause and reflect on what's been seen? Neither ambient audio nor lobby are present in ArtQuest VR, and I'd love to see these added.

The advantage of ArtQuest VR, though a bit lonely without other visitors and plain in presentation, is that I can go and see a near-entire collection of Van Gogh or Matisse, and I don't have to download gigabytes of information to do it nor compete with anyone else for the perfect spot. The app has the feel of a spatial website and a functioning museum with an exclusive collection of work.
Accessing the collection menu
ArtQuest VR's architecture is simple with a slight neoclassical style and descriptions that appear sourced from Wikipedia. The neoclassical architecture matches Wikipedia's site design, but it still feels like something is missing without the ambient sound. You simply pop into the gallery once the app is open. At least one art collection featured missing textures. As I browsed the contemporary art wing, a recent Banksy piece returned an ugly floating pink square to indicate the sourced artwork was no longer there. A picture featuring a mural by Shepard Fairey rotated itself in the wrong direction after sitting right-side-up for a few seconds.

I noted some additional bugs attempting to access my Quest menu and teleporting too far into the wall moving between galleries. The most notable issue, perhaps, is when paintings don't appear at high resolution until your face is practically centimeters from the artwork. Also, sometimes, there are duplicate paintings that appear in a gallery with no explanation why.
ArtQuest VR's Opportunity
It's a well-held myth that art is about perfection and not the journey it takes to get there. If this were true, museums wouldn't show the early work of artists they feature. Viewing famous paintings chronologically in an app such as ArtQuest VR can show how art is just as much about failure as it is about success. Each artist has their own story in how they reach that success, and it's up to each visitor to reflect on that and how they can adapt this lesson to their lives.
How can ArtQuest VR keep building on this? Every museum visitor is looking for something when they visit. Can VR bring them the very human effort of outdoing oneself through practice, improvement and sudden inspiration? That's not always present in the room with us in a physical museum. Seeing things from new angles is precisely VR's power, and there's an opportunity for an app like ArtQuest to help see more context around a specific piece of art each time someone walks through the front door.
